RHS Thread: Planned Update 8.20

Please post here for questions and discussion about scenario design, art and sound modding and the game editor for WITP Admiral's Edition.

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el cid again
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RE: RHS Level II Update Link 2.87

Post by el cid again »

RHS Level II v 2.90 update link

https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update only involves pwhexe.dat files and map art files. But ALL map art folders are updated. I reviewed the spring maps and found omissions in the extreme NE map area. Although present in the start of game Winter map, the RR NW from Fort McMurray Canada to Embarras was missing from the Spring panels. This RR extension does not exist today, but did in the WW2 era to service a coal mine at Embarras (Alberta). The name reflects a problem navigating the river, so a river craft transit is "embarrassed" at that point. From then on, navigation is possible in Monsoon and Fall seasons. So this point is the extreme rail head of the region, and a possible airfield location - not just a source of resources (coal). It might matter if Japan invades in the fall season - when navigation into the region is possible via the MacKenzie River. Anyway - it should be on the map - on all AE maps - because the RR goes there. Doing this, I noticed that the map art for Spring files (there are two - historical called II42SPRINGpwhexe.dat and enhanced scenario called JES42SPRINGpwhexe.dat)did not have the short road West from Yellowknife - so I added it to the map art. I also noticed that none of the map art shows the short road at Fort Nelson and the most NW hex of the road from Fort St John (which is a compound case - half hex of major road - half hex of minor road). So I corrected this art for ALL seasons. Now I shall proceed to update the Monsoon pwhexe.dat files (again, two cases, historical and enhanced scenario). The difference - in 1942 - is that historical pwhexe.dat files have deconstructed the Eastern Malaya RR and two Eastward spur lines of the Baikal Amur Mainline (BAM). This is because it is what was historically done.

el cid again
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RE: RHS Level II Update Link 2.88

Post by el cid again »

RHS Level II v 2.89 update link

https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

Testing revealed some issues. Research - all the way back to
Andrew Brown's original pwhexe.dat files (which more or less
correspond to RHS Level II in that they deal with an extended
map area) found a number of obscure fields which need to be
in sync with various files - including PWZONE.dat and PWZLINK.dat
files, and the game program itself. It also revealed that there
was originally a plan to have an RHS Level III - to include
more off map movement options. To that end, a new pwzlink.dat
editor was created permitting more links. Level II uses (almost)
every "slot" in the file, but RHS might provide more links in a
future edition. To set that up, the locations (bases) potentially
involved are now all defined. This process revealed some technical
problems and duplications, and differences of opinion about what
nation code to use for a given location. A number of unused codes
are now used by RHS, and more sub-maps are defined. These probably
improve a number of behaviors. Testing reveals all but one link
work. [For some reason, moving from Capetown to Stanley does not -
although the reverse link works. The link looks good at the
machine level. It remains unresolved.]

Here all the early pwhexe.dat files are reissued. The JES42MONSOON
file is substantially reworked, but is not yet complete - mainly with
respect to nation codes, submap codes and base codes, and a few terrain
types for "offmap" locations and similar peculiar special cases. Next
time I will issue both historical and JES 42 Monsoon versions.

Originally I planned to base everything on the start of game pwhexe.dat
file. But years of work to get seasons right would have to be redone. So
I am reworking all the files instead. Once we have the 1942 files, I will
simply add roads and railroads as they get built for later years.
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m10bob
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RE: RHS Level II Update Link 2.88

Post by m10bob »

Sid...Thank you very much for this detailed work on RHS.......
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el cid again
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RE: RHS Level II pwhex report and plan

Post by el cid again »

I have finally come to terms with the "electronic map" of WITP/AE. As well, I have finally understood
the requirements of RHS Level II pwhexe.dat files.

Level II was an ambitious venture expanding the useful map area. This required extensive reworking of
thousands of fields. It was never completed. RHS Level I was more or less based on stock AE - and so
things worked because they used stock values in pwhexe.dat files, pwzone.dat files, and pwzlink.dat files.
Level II required reworking many things. At the same time, a new editor was written permitting still more
links, and "hooks" for these are included in Level II files. Level II preserved some of the simplifications
used with Level I in terms of routing. For example, Winter Ice Trails along rivers were "too strait" and do
not reflect the difficulty of movement along these frozen routes. RHS Level I also used assumed trail routes
instead of researched ones - except where they were famous and known.

Level II is being implemented after massive research - not assumptions. This removed a surprising number of
trails, and added a few unexpected ones. Note that Ice Roads were also researched. An Ice Road is something
different from an Ice Trail. It is suitable for use by very heavy trucks, but it isn't exactly a paved, primary
road. So it is a secondary road - generally a very direct and efficiently routed one. I have decided to fully
model all the research done.

At the same time, problems with the implementation of Level II have been detected. These are very technical matters.
Old codes must be removed from various hexes so as not to confuse the program. And not all the new places needing
special codes (say Zone numbers or Submap Numbers) got them. As well, I found the entire SW area of the map
is improperly coded as SE map area!

I have reworked the start of game pwhexe.dat file. All WINTER files for later years will be based on this - but
will get more roads and railroads as they are built. It won't take long to make those later year files.

But it is more important to have spring, monsoon and fall files for 1942 as soon as possible. I have found this
work was incomplete. The SW map area needs a lot of hexes reworked. The NE map area needs a few hexes reworked.
I have brought the Spring files up to the new standard used in the start of game pwhexe.dat file - but need to
finish adding NW and SW hexes and recoding them. I also have begun converting the Monsoon file - but in the
process of doing that I found Spring needed still more work. So I am finishing Spring files (historical and
Japan Enhanced Scenario versions) - and will then issue an update. Then I will do Fall files. Then I will issue
1943, 1944 and 1945 files for each season - but at a faster pace since these are based on the early war files and
only have to add construction.
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m10bob
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RE: RHS Level II pwhex report and plan

Post by m10bob »

Sounds great!..Stay warm and Happy New Year.
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el cid again
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RHS Level ii Comprehensive Update 2.89

Post by el cid again »

RHS Level II v 2.90 update link

https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update only involves pwhexe.dat files and map art files.

Testing revealed some issues. Research - all the way back to
Andrew Brown's original pwhexe.dat files (which more or less
correspond to RHS Level II in that they deal with an extended
map area) found a number of obscure fields which need to be
in sync with various files - including PWZONE.dat and PWZLINK.dat
files, and the game program itself. It also revealed that there
was originally a plan to have an RHS Level III - to include
more off map movement options. To that end, a new pwzlink.dat
editor was created permitting more links. Level II uses (almost)
every "slot" in the file, but RHS might provide more links in a
future edition. To set that up, the locations (bases) potentially
involved are now all defined. This process revealed some technical
problems and duplications, and differences of opinion about what
nation code to use for a given location. A number of unused codes
are now used by RHS, and more sub-maps are defined. These probably
improve a number of behaviors. Testing reveals all but one link
work. [For some reason, moving from Capetown to Stanley does not -
although the reverse link works. The link looks good at the
machine level. It remains unresolved.]

Here all the early pwhexe.dat files are reissued. The JES42MONSOON
file is substantially reworked, but is not yet complete - mainly with
respect to nation codes, submap codes and base codes, and a few terrain
types for "offmap" locations and similar peculiar special cases. Next
time I will issue both historical and JES 42 Monsoon versions.

Originally I planned to base everything on the start of game pwhexe.dat
file. But years of work to get seasons right would have to be redone. So
I am reworking all the files instead. Once we have the 1942 files, I will
simply add roads and railroads as they get built for later years.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Level II comprehensive update 2.90

Post by el cid again »

RHS Level II v 2.90 update link

https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update only involves pwhexe.dat files and map art files.

Testing revealed some issues. Research - all the way back to
Andrew Brown's original pwhexe.dat files (which more or less
correspond to RHS Level II in that they deal with an extended
map area) found a number of obscure fields which need to be
in sync with various files - including PWZONE.dat and PWZLINK.dat
files, and the game program itself. It also revealed that there
was originally a plan to have an RHS Level III - to include
more off map movement options. To that end, a new pwzlink.dat
editor was created permitting more links. Level II uses (almost)
every "slot" in the file, but RHS might provide more links in a
future edition. To set that up, the locations (bases) potentially
involved are now all defined. This process revealed some technical
problems and duplications, and differences of opinion about what
nation code to use for a given location. A number of unused codes
are now used by RHS, and more sub-maps are defined. These probably
improve a number of behaviors. Testing reveals all but one link
work. [For some reason, moving from Capetown to Stanley does not -
although the reverse link works. The link looks good at the
machine level. It remains unresolved.]

Here all the early pwhexe.dat files are reissued. The JES42MONSOON
file is substantially reworked, but is not yet complete - mainly with
respect to nation codes, submap codes and base codes, and a few terrain
types for "offmap" locations and similar peculiar special cases. Next
time I will issue both historical and JES 42 Monsoon versions.

Originally I planned to base everything on the start of game pwhexe.dat
file. But years of work to get seasons right would have to be redone. So
I am reworking all the files instead. Once we have the 1942 files, I will
simply add roads and railroads as they get built for later years.
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m10bob
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Location: Dismal Seepage Indiana

RE: RHS Level II comprehensive update 2.90

Post by m10bob »

I notice your RHS 2 files include "installers"..Does this mean the seasons install themselves over time...or do we still add the seasons manually?
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el cid again
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RE: RHS Level II comprehensive update 2.90

Post by el cid again »

No - the installer assumes you want to start in December, 1941 (although Scenario 126 assumes
you want to start in February, 1945 - if memory serves - it is not done and likely never will
be done; but I keep chipping away at it. Almost everything must be redefined for 1945).

WHEN I finish all the pwhexe.dat and related files ( and have a complete set of seasonal map art
for out years ) I might look at this. Someone did this for RHS in WITP days - creating a "Switcher"
program that lets you decide what you want. I would do this in the form of specify year and season,
and it installs the supporting technical and art files for that. I also am thinking about a
script that reads the date (there is ONE place the program can see it) and AUTOMATICALLY changing
these. But I don't understand how to write such a script and would need to learn, absent a volunteer
as came forward in the original WITP version of RHS. Getting all of the pwhexe.dat files for all
seasons completely in sync for the entire war has priority. I did that for AE RHS Level I - but
found so many improvements I did a Level II - and it is not in all respects finished - although
first pass files are done. I am now going through - having reached Fall 1942 - after which it will speed
up - since I build later files on the early ones for each season. While fall 1942 exists, it is not
yet fully functional with RHS Level II - in the NW and SW corners in particular. This will change in
a few days. It will take maybe a month to then do all the out year files. There are something like 26
different pwhexe.dat files - two sets - for strictly historical and for Japan enhanced scenarios -
for every season from Winter 1942 to Fall 1946. It is more work than it sounds like. Particularly as I
keep finding errors in stock coding and have to fix it in every hex in every seasonal file (twice -
one for historical and one for JES scenarios). Very tedious work. But the new pwhexe.dat files are
more functional than ever. Something about tell the engine the truth and it works better.



ORIGINAL: m10bob

I notice your RHS 2 files include "installers"..Does this mean the seasons install themselves over time...or do we still add the seasons manually?
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m10bob
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RE: RHS Level II comprehensive update 2.90

Post by m10bob »

Sid, thank you for the detail.
I have liked RHS since before it was called that, (forgot what we used to call it).
Appreciate the historical details and inclusion of many units and ships which were missing in WITP, (including the "battleship" in Bombay in Dec 1941.)

While some of your weapons editor theories have proven controversial, we still appreciate your detailed explanations of why you did some of the changes in your mod and how you expect those changes to work, and the intent.

(In the days od SPWAW, I modded things like the German robot guided "Goliath", and the Piper J-3 obs plane.)
I too got some criticism at the time for some of my mods....but I am still here at Matrix forums, lol.
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el cid again
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RE: RHS Level II comprehensive update 2.91

Post by el cid again »

Comprehensive update 3.00


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ


This update is substantially related to pwhexe.dat files. Working on the most out of date of the seasons - Fall 1942 - it also is the season with the most possible navigation - and needs extensive additions for river navigation still. Much progress was made, but the work revealed that the Spring and Monsoon files were not wholly completed re changes needed for the added territories on the Eastern and Northern (Russia) map area. So what you have here is a rework of both 42 Spring and 42 Monsoon files (standard historical and Japan enhanced scenario version) as well as an improved but not completed historical 42 Fall file. That will be completed next WITHOUT a companion JES 42 Fall file.

Because there is so much work, and so much difference related to seasonal construction, the 42 Fall files will be released in two stages: state one - when the historical file works EXCEPT for the SW map area (which still has some blocked rows) - and then when they are converted to ocean - both the completed historical and the Japan enhanced versions will be released together. There were numbers of tiny technical issues, and some of them were in fact backfitted to the start of game pwhexe.dat file (for which there is only one version for all games, historical or Japan enhanced). These improve game performance in several respects. We need to lay a solid foundation with no errors before building later years on them.

After that I will convert the remaining blocked hexes in Spring and then Monsoon file SW corners. This is a horrible chore because of the number of hexes involved.

Finally I will proceed to make later year files - in order - 43 SPRING, MONSOON, Fall and WINTER - and the same for later years until the game ends in 1946.

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Yaab
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RE: RHS Level II comprehensive update 2.91

Post by Yaab »

What happens if, in the game, Japs capture Ledo in i.e June 1942 and hold the base for a i.e a year? Players switch the RHS maps as seasons change, and the maps show the progressing construction of the Ledo Road. Yet, the construction should only occur if Ledo is in the Allied hands. The ongoing on-map construction only makes sense if the game follows history.
el cid again
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RE: RHS Level II update 2.92

Post by el cid again »

RHS Level II v 2.96 update link


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update is substantially related to pwhexe.dat files. Once again, all pwhexe.dat files are updated including the start of game one. However, only the IIFALL42pwhexe.dat file is substantially changed. For the first time, the Fall season file is fully functional.

The only thing missing is about 18 rows of the SW corner that remain blocked. This will be addressed next instead of creating a Japan Enhanced Scenario version of the file. It is too much work to do it twice, so the next release will have the SW corner unblocked (as in the start of game file) - and both standard and JES versions will release together.

After that, we will fix the SW corner of both Spring and Monsoon pwhexe.dat files. After that we will do 1943 files.

A different change is a simplification: there is now only one pwzlink.dat file. While technically the Arctic Zone should close again in Winter, it cannot be used in Winter or Spring anyway - no need to issue special files each year to do that.

A technical change is the rebirth of a town at the West side of the Mackenzie River delta - Aklavik. This may or may not be the town we once had, but this is the administrative center for that area in the 1940s (and since the turn of the century).

A still more minor technical change was to the text file associated with each scenario. These now show the new 12x scenario numbers, and 129 also
el cid again
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RE: RHS Level II comprehensive update 2.91

Post by el cid again »



ORIGINAL: Yaab

What happens if, in the game, Japs capture Ledo in i.e June 1942 and hold the base for a i.e a year? Players switch the RHS maps as seasons change, and the maps show the progressing construction of the Ledo Road. Yet, the construction should only occur if Ledo is in the Allied hands. The ongoing on-map construction only makes sense if the game follows history.

This is a fair question. It suggests a rather gigantic set of similar questions about different locations. And
about both sides. If Japan does not conquer Burma, there should be no Burma Siam RR for example. And so on.

The DESIGN INTENT of RHS is to ignore this issue. In many cases it will be in the interest of the new owner to
build the infrastructure. Ledo is surely one of them: If Japan captures the area, it will desperately need a
line of communications and supply. However, the Allies probably would not build a Burma-Siam RR. It is a
design compromise and, on balance, the vast majority of construction in the vast majority of games is going to
be more "correct" if we use the historical building.

This is a deliberate feature of RHS to address the problem that 1941 infrastructure SUBSTANTIALLY differs from
later infrastructure. Better to get it mostly right than very substantially wrong. Andrew (who did the original
maps for AE) compromised - some things you get in 1941 were not yet there. RHS has REMOVED them - and puts them
back when they were really built. The road to Imphal for example. Or the road to Cox's Bazar.

However, as an alternative, one might play the game AE style - and NEVER EVER change the pwhexe.dat files. It
is ultimately up to you.

If you play as Allies you will find that you benefit far more from construction than you suffer from either enemy
construction or enemy capture of your construction. Allied construction generally occurs faster and is on a larger
scale. For example, important Allied Railroads tend to be Primary railroads, while Japan usually builds Minor
railroads. Allied road projects tend to be longer, Japanese very short to simply connect existing networks.
el cid again
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RE: RHS Level II update 2.93

Post by el cid again »

RHS Level II v 2.96 update link


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ


This update is a pre-release of the final II42FALL pwhexe.dat file.
Except for a miscoded hex in the Australian desert (which needs to be
desert rough) it is entirely related to the extreme NE and SW map
corners. The NE is completed for the first time, including the art panel
for Fall which never had all the ice "cleaned out." A number of eratta
were corrected - not that this area will often be used. The SW corner
is now almost finished - a few more rows of ocean need to be created.
The entire map was searched for pwhexe.dat eratta - and only the NE
and one hex in AUS were modified.

One more obscure Soviet town on the last of the seasonal navigable rivers
was also added. It is only possible to reach in this season. Its potential
airfield is unbuilt - only the port works - and that only in Monsoon and Fall
seasons.

The map is beautiful (by stock standards) in the NE area - and it might
be nice to have a scenario focused on operations in the Arctic - either a
Strike North invasion of the USSR or some kind of invasion of Canada and
Alaska. Considerable concern existed about this latter - a US Army radar
post was built at Point Barrow - where the sea is narrow in this season only.
There was also so much fear of an invasion at Nome that a major airlift was
organized - the plans for which were dug up for the Berlin Airlift in the Cold
War! The invasion of Nome turned out to be faulty intelligence.
Socket
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RE: RHS Level II update 2.93

Post by Socket »

Hello.
I wanted to ask about air maneuver. Sorry if this question has been already mentioned here.
Firstly, when i came to play this mod i was completly surprised about AC maneuver rating, they don't represent the real state of affairs. First modifications of A6M are almost the same with F4F, and P40E has this rating even higher! I tried to understand why the things have been done such, but it looks like an un-historical nerf. Actually i want to be wrong and i will be glad if an appropriate explanation would be be found.
thanks and sorry for my english.
el cid again
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RE: RHS Level II update 2.93

Post by el cid again »

RHS was born unintentionally as an aircraft data mod of CHS - in the days of the original War In the Pacific.
The guy who became chief programmer for AE was in charge, and his background is mathematics and programming, while
his interest is history. I was the detail analyst who compiled the system. It was accepted by the CHS "coordinator"
but later rejected by a CHS "stakeholder" on irrational grounds. [His only direct communication to me complained that
I had ruined the "long range" of the Pete!] The coordinator then recommended building an entire mod around this
aircraft data - because it works so well.

RHS was born deliberately to get rid of the "stakeholder" tyranny - and "RHS Principles" were part of the RHS Manual
for RHS in its War in the Pacific days. Part of this was to do things publically, and to document them fully, and
to accept ideas and criticism. There followed a great deal of long debate about all aspects of aircraft data. And
a PUBLIC evolution of what you are talking about - which I think is the maneuverability rating. WITP and its mods
generally do this by "seat of the pants" guestimates. RHS on the other hand does it objectively and formally - using
a formula. Note that RHS has a Documentation section which helps explain many features.

I myself am an engineer. I once worked in aircraft and missile R&D at (not for, but as a resident engineer whose desk
was at) a USAF Boeing laboratory. Today I am an associate at a think tank at Air Force University and one of my tasks
for this year is to evaluate Chinese stealth fighters. I have a tiny bit of background in subjects like aircraft
maneuverability.

In an ideal world, there would be more than one field value for us to put data into. But this is the real world. We
do NOT have access to the code (legally we agree not to mess with it as a condition of our licenses) and it is NOT
documented in a formal, professional sense - it would be hard to modify if we did. So we must cram a bunch of different
things into that field. This requires compromises be made.

In the agonizing process of forming a consensus (in the Forum)about the maneuverability issue, the most contentious issue
was how to handle multi-engine aircraft. Ultimately, we went with a pattern suggested by stock data (intentionally or
not - it was not entirely consistent). It seems like the original algorithm took a basic maneuverability rating
derived from speed and rate of climb, and divided that by the number of engines. We ended up doing precisely that,
but in a formal way, and adding in two other factors: power to weight ratio and wing area to weight ratio were minor
modifies to the base value. There is also a special case - two engines are treated as one IF they are BOTH on the
centerline - it is only OFF CENTERLINE engines that reduce the basic maneuverability rating.

What we did NOT do was pay attention to the popular male game of "my gun is better than your gun" in its "my fighter plane
is better than your fighter plane" form. Our approach pays no attention at all to national origin, to emotional commitments
to a particular aircraft. I argued - and often was not believed - that the code is SUPERB for its purpose and simpolicity -
and that NO ONE FACTOR DOMINATES. P-38 fans were very upset by their maneuverability ratings even when modified.
[We added a special modifier for certain kinds of flaps - which indeed boost that rating - BUT we ALSO gave the same
modifier to ENEMY aircraft with similar flaps. Our approach is even handed, objective and data driven.] I said the
P-38 was superb BECAUSE it had high durability (extra engines help that too), high firepower and adequate maneuverability.
It has turned out that quite dismal looking maneuverability ratings are JUST FINE on two engine aircraft - and today
I always build the Ki-45 because of that. Too much focus on that one factor misinterprets what happens in game terms.
Maneuverability does not equate to victory. A Japanese plane generally does not do well when hit, an Allied plane
is heavier, often better protected, and far more likely to be lost.

I never look at a specific plane combination as a consideration in design. In fact, the Zero was significantly more maneuverable than
its early war counterparts in many ways - in what we call "the horizontal" aspect of maneuvering. On the other hand, is
had some disadvantages in what we call "the vertical" aspect - rate of clime and, surprisingly, ability to dive. This was
NOT understood at first. AFTER we captured Koga's Zero (upside down but almost undamaged - easily made airworthy) in
the Aleutians, we were able to advise pilots how to exploit their advantages. At the same time, we told them NOT
to dogfight with a Zero - lest it would win. It was one of the first fighter planes to be mass produced with cannon.
That these were relatively slow firing and had limited ammunition was less important than that they did real harm to
things they hit. Because it could maneuver, and because its pilots had what was then the most combat experience in the
world, they often got into firing position with unpleasant effects. Later in the war, when those pilots were dead
(the core died on a single day, at Midway), and Allied planes in better forms were becoming numerous, the Zero was not
able to compete well. It soldiered on mainly for lack of a better alternative. Late in the war, better (land based)
alternatives WERE effective - when in skilled hands. Some of the last technical surprises of WWII in Japan's favor
were its 1944 fighter planes - which COULD maneuver, were robust and superbly well armed. [But good pilots were by then
very rare] One of these took on an impossible number of fighters without a wingman until the survivors gave up and let
him alone.

The data is what it is. It is a compromise expressing both horizontal and vertical maneuvering considerations, as well
as power to weight and wing area to weight considerations. And it seems to produce very realistic results. From
a Japanese point of view - too realistic. If the chances of shooting down an enemy plane with early, high rated
pilots is very good, TOO MANY Zeros are going to die - with their pilots - and by mid 1942 Japan can no longer count
on winning a battle unless it has significant numbers advantages.

The formula is published and posted on the forums many times with extensive debates in some cases. So are other
formulas - as in the protection algorithm.

But NOTHING is case in stone. If you have a better proposal, make it. A MAJORITY of RHS material came from
forum members NOT part of the RHS team itself. We shamelessly adopted the formal position "if it is better than
what we have, it is in." We have no problem casting out our own work in favor of "alien" but better ideas. No
pride - better is the standard we use. Study this, ask questions, and then make suggestions if you have any.
ORIGINAL: Socket

Hello.
I wanted to ask about air maneuver. Sorry if this question has been already mentioned here.
Firstly, when i came to play this mod i was completly surprised about AC maneuver rating, they don't represent the real state of affairs. First modifications of A6M are almost the same with F4F, and P40E has this rating even higher! I tried to understand why the things have been done such, but it looks like an un-historical nerf. Actually i want to be wrong and i will be glad if an appropriate explanation would be be found.
thanks and sorry for my english.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Level II comprehensive update 2.91

Post by el cid again »

RHS Level II v 2.96 update link


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update is substantially related to pwhexe.dat files. Working on the most out of date of the seasons - Fall 1942 - it also is the season with the most possible navigation - and needs extensive additions for river navigation still. Much progress was made, but the work revealed that the Spring and Monsoon files were not wholly completed re changes needed for the added territories on the Eastern and Northern (Russia) map area. So what you have here is a rework of both 42 Spring and 42 Monsoon files (standard historical and Japan enhanced scenario version) as well as an improved but not completed historical 42 Fall file. That will be completed next WITHOUT a companion JES 42 Fall file.

Because there is so much work, and so much difference related to seasonal construction, the 42 Fall files will be released in two stages: state one - when the historical file works EXCEPT for the SW map area (which still has some blocked rows) - and then when they are converted to ocean - both the completed historical and the Japan enhanced versions will be released together. There were numbers of tiny technical issues, and some of them were in fact backfitted to the start of game pwhexe.dat file (for which there is only one version for all games, historical or Japan enhanced). These improve game performance in several respects. We need to lay a solid foundation with no errors before building later years on them.

After that I will convert the remaining blocked hexes in Spring and then Monsoon file SW corners. This is a horrible chore because of the number of hexes involved.

Finally I will proceed to make later year files - in order - 43 SPRING, MONSOON, Fall and WINTER - and the same for later years until the game ends in 1946.

el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Level II Comprehensive update 2.95

Post by el cid again »

RHS Level II v 2.96 update link


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update mainly modifies map art with respect to panels
WPEN02 and WPEN05. Both add map edge art related to the
Arctic Entry Exit Zone and the Canadian Entry Exit Zone,
respectively.

It also returns San Nicholas Island, the Channel Islands
(California) to RHS, and its associated US Navy Weather
Station (which becomes a Naval Outlying Field in 1944).

It also modifies all pwhexe.dat files slightly to make
them more consistent, adding features from the work on
FALL files. As well, the II42MONSOONpwhexe.dat file has
gained some more ocean in the SW corner. The remaining
pwhexe.dat work concerns SPRING and MONSOON SW corner
ocean creation (out of formerly blocked hexes in the old
Logo area - our logo is in the upper right map corner in
the former terrain key area - our terrain key is on the
right map edge). After that we will begin updating files
for construction only from Winter 1942 onward.
el cid again
Posts: 16983
Joined: Mon Oct 10, 2005 4:40 pm

RE: RHS Level II update 2.92

Post by el cid again »

RHS Level II v 2.96 update link


https://1drv.ms/f/s!Ap7XOIkiBuUwhPxFuII1ZkrVQefJBQ

This update is substantially related to pwhexe.dat files. Once again, all pwhexe.dat files are updated including the start of game one. However, only the IIFALL42pwhexe.dat file is substantially changed. For the first time, the Fall season file is fully functional.

The only thing missing is about 18 rows of the SW corner that remain blocked. This will be addressed next instead of creating a Japan Enhanced Scenario version of the file. It is too much work to do it twice, so the next release will have the SW corner unblocked (as in the start of game file) - and both standard and JES versions will release together.

After that, we will fix the SW corner of both Spring and Monsoon pwhexe.dat files. After that we will do 1943 files.

A different change is a simplification: there is now only one pwzlink.dat file. While technically the Arctic Zone should close again in Winter, it cannot be used in Winter or Spring anyway - no need to issue special files each year to do that.

A technical change is the rebirth of a town at the West side of the Mackenzie River delta - Aklavik. This may or may not be the town we once had, but this is the administrative center for that area in the 1940s (and since the turn of the century).

A still more minor technical change was to the text file associated with each scenario. These now show the new 12x scenario numbers, and 129 also [/quote]

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